feat(cursor): remodel the 3D cursors after the new reference sheet - #899
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…ender Star Sprout's sculpted arrow and hand now keep the navy outline of the 2D art as a physical rim, as in the new 3D reference (design/cursors/star-sprout/3d-reference.png). Every piece is a navy tray, a rounded navy bead along the stroke and a puffy colour cushion inside it. The arrow and the palm are polygons fitted to the source PNG. The glove gets navy ridges between its fingers and a mint cuff in its own frame; the star, now with oval eyes, and its two leaves stand in front of the body. The model is written in the three shaders, and sculpt.rs gives Star Sprout its own boxes (the star and the thumb reach past the shared ones) and puts its hotspot on the rim, like its PNG. A Linux render test checks that both models keep a navy share around the body colour and show the yellow star. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
…w sheet The new reference sheet (design/cursors/3d-concept.png) keeps the drawn outline on three themes, so the Star Sprout construction becomes shared: every piece is a tray and a rounded bead in the outline colour, with a puffy colour cushion inside. - Studio Ink: the arrow is a black rim, a raised ivory band and a recessed satin black field; the hand is an ivory glove in a black rim. - Pop Coral: a coral arrow in a navy rim with the yellow layer behind it and two yellow click dashes; a yellow glove in a navy rim with two coral dashes. The three arrows share one polygon and the three gloves one construction, each glove measured on its own drawing (RIM_POLY, RIM_GLOVE). sculpt.rs gives each rimmed model its own box and its hotspot on the rim. The crystal now casts the plain Studio Ink shadow instead of Pop Coral's, which carries the dashes. Prism Glow and Pixel Candy already match the sheet and are unchanged. The Linux render test now checks all three rimmed themes: outline colour, body colour and what they carry in front. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
The crystal hand was still the old faceted glove (capsule fingers, a long index). It is now six convex gems on one slab, after 3d-concept.png: an index column with a cut tip, three fingers side by side, the thumb and a triangulated palm, the fingers standing over the palm so their crease is the knuckle line. Both Prism Glow models are now plane tables (the arrow keeps its exact cut), written into the three shaders by scripts/generate-prism-glow-gem.mjs; a test checks the three tables agree. The crystal glows on its own, facets take deeper cyan, blue and violet tones from their orientation, and sharp edges light up (s_gem_glint). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
… after the sheet The last three sculpted cursors that had not been remodelled from the new reference sheet (design/cursors/3d-concept.png). - Pixel Candy: both models are voxel grids drawn after the sheet, with its bigger voxels (about 13 rows): a pink face, mint voxels down the lower-left edge, pale pink step tops, and a purple ring one voxel wide set a little behind the face. The hand gets the sheet's layout: the index, notches between the fingers, the thumb, the mint diagonal. The grids live in scripts/generate-pixel-candy-voxels.mjs, which writes the tables into the three shaders; the shadow uses their outline as rectangles, so the old arrow polygon and hand spans are gone. - Prism Glow arrow: recut like the hand, as convex hulls of hand-placed points: a wide girdle, a crown fanning out from one point, a chunkier tail. sculpt.rs gives every theme its own boxes and mirrors the voxel size; a test checks the voxel tables agree across the three shaders. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
…p Coral's hand its coral layer Prism Glow read as a realistic glass render next to the other themes. It now follows their approach: the 2D art given volume. The cut gems keep their shape, shrunk a little inside the navy outline of the drawing (the tray and bead of the other outlined themes, following the pieces' outline), and every facet is a flat colour of the drawing chosen by where it faces (cyan, pale cyan, violet, blue), lit by the shared lamp. The glass shading and edge glint are gone. The generator also writes the pieces' outline and the stroke, the hotspot sits on the stroke's edge like the other outlined themes, and the shadow comes from that outline. Pop Coral's hand gets the coral layer of its drawing, the glove shifted down-left behind the tray, like the arrow's yellow layer. The glove is evaluated in a two-pass loop rather than called twice, so FXC keeps one copy, and the layer is skipped above the glove's own tray. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
The silhouette of a modelled cursor was already anti-aliased by the ray march, but every inner edge (outline against body, facet against facet, voxel seams, tight bevels) was shaded from one ray per pixel and stepped. After the first hit, four probes half a pixel away in the tangent plane look for a change of material or a surface leaving the plane. Where they find one, three more rays are marched through the pixel and shaded with the first ray's occlusion and shadows; the pixel is their average. Every sample goes through one STAGE_SHADE, so model_shade keeps a single call site (FXC copies each call). On a large cursor this costs about half the cursor's previous cost in the software renderer, and nothing elsewhere. The rimmed-model test counts clean outline pixels, which blended edges no longer are: Pop Coral's hand threshold drops from 0.2 to 0.18. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
Prism Glow reads best as it is drawn: in 3D its arrow and hand are now the faceted 2D art extruded with a beveled edge, like the very first 3D cursors and the default art, rather than a sculpted gem. The app no longer names a Prism Glow model; sculpt.rs keeps the theme's id slot but returns no shape for it (an old project that still names it falls back to the extrusion), and the gem code, its tables and its generator script are gone. The sculpted-theme lists in the tests skip it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
Pop Coral's drawing is cut paper, but its 3D models were puffy cushions in a rounded, glossy bead. Its pieces are now flat-topped sheets with a barely broken edge: a navy sheet under the widened silhouette, the coral (arrow) or yellow (hand) sheet on it, cut by the grooves between the fingers so the navy shows there, the offset yellow or coral sheet lower behind, and flat click dashes. The paper is matte, with no specular. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
The Pixel Candy arrow and hand start over: a 16-row pixel grid with a dark plum outline, a light edge, a pink body and a generated shade, drawn so it reads both at small cursor sizes and large ones. The generator writes the 2D sprites, the design sheet and the voxel tables of the three shaders from that one grid, and the 3D model is one layer of matte cubes, one per pixel. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
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📝 WalkthroughWalkthroughThe PR revises sculpted cursor models, moves Prism Glow to sprite extrusion, and adds a Pixel Candy voxel generator. The Metal and WGSL renderers gain edge detection and conditional subpixel sampling, with averaged model output composited with existing shadows. ChangesSculpted cursor models
Priority: ➖ Normal Estimated code review effort: 4 (Complex) | ~50 minutes Change: Feature Sequence Diagram(s)sequenceDiagram
participant ThemeMetadata
participant sculpted_shape
participant cursor_model
participant ModelShading
participant Compositor
ThemeMetadata->>sculpted_shape: select theme and cursor state
sculpted_shape->>cursor_model: provide model shape and bounds
cursor_model->>cursor_model: march primary ray and detect edge differences
cursor_model->>ModelShading: shade covered primary and subpixel samples
ModelShading-->>cursor_model: return sample color and alpha
cursor_model->>Compositor: provide averaged model color and alpha
Compositor->>Compositor: composite plane and contact shadows
Merge Risk: 🔵 Low · up to Prism Glow cursors are now extruded from their sprites instead of sculpted, and the other themes get rebuilt 3D models with smoother edges. The only known problem is design documentation that still describes Prism Glow as sculpted. The change is mergeable once that text is corrected. Manual checks on real Windows and macOS are still advisable. Security Architecture ReviewSecurity architecture risk: 🔵 Low · up to No expanded access or privilege boundary was identified. Interrupted asset generation can leave partially updated files; whether this could affect an automated release remains unconfirmed. Retained concerns Security review detailsSecurity Blast Radius
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✨ Finishing Touches🧪 Generate unit tests (beta)
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Review comments at @design/cursors/requirements.md:
- Line 31: Update the acceptance list to describe Prism Glow’s faceted drawing
as beveled extrusion, not a sculpted volume; clarify that it has no sculpted
model and that only eight models are sculpted, consistent with sculpted_shape.
Update the corresponding model-count wording in the 3D direction reference and
remove the claim that every theme’s arrow and hand is sculpted in the cursor
README.
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crates/compositor/src/shaders.hlslis excluded by!**/*.hlsldesign/cursors/3d-concept.pngis excluded by!**/*.pngdesign/cursors/pixel-candy/source.pngis excluded by!**/*.pngdesign/cursors/star-sprout/3d-reference.pngis excluded by!**/*.pngpublic/cursors/pixel-candy/arrow.pngis excluded by!**/*.pngpublic/cursors/pixel-candy/pointer.pngis excluded by!**/*.png
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crates/compositor/src/compositor_linux.rscrates/compositor/src/sculpt.rscrates/compositor/src/shaders.metalcrates/compositor/src/vk_shaders/layer.wgslcrates/compositor/tests/cursor_model_render.rsdesign/cursors/3d-direction.mddesign/cursors/README.mddesign/cursors/requirements.mddocs/3d-effects-v2.mdscripts/generate-original-cursor-themes.mjsscripts/generate-pixel-candy-voxels.mjssrc/lib/cursor/cursorThemes.test.tssrc/lib/cursor/cursorThemes.ts
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The acceptance list, the 3D direction, the cursor README and the 3D effects doc still counted ten sculpted models and listed cut crystal facets. Prism Glow now has no model: its drawing is extruded like any sprite, so eight models are sculpted, for four themes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
Summary
Remodels the sculpted 3D cursors (mode 15, arrow and hand) of the original themes after the new reference sheet
design/cursors/3d-concept.png, and anti-aliases their inner edges. The models live in the three compositor shaders (WGSL for Linux, HLSL for Windows, Metal for macOS), kept in step.design/cursors/star-sprout/3d-reference.png).sculpted_shapereturnsNone, and the TS theme dropssculpted).scripts/generate-pixel-candy-voxels.mjswrites the 2D sprites, the design sheet and the voxel tables of the three shaders from that one grid, and the 3D model is one layer of matte cubes, one per pixel. Hotspots moved to match.sculpt.rsmirrors the shader constants and model boxes, and its tests check that the voxel tables match across the three shaders. The design docs (design/cursors/*.md,docs/3d-effects-v2.md) describe the new models.Related issue
None.
Type of change
Release impact
Desktop impact
Screenshots / video
The reference sheet is
design/cursors/3d-concept.pngand the new Pixel Candy sheet isdesign/cursors/pixel-candy/source.png. During development the 3D renders came from the wgpu path on lavapipe.Testing
cargo test -p openscreen-compositor --lib --tests(Linux): 417 lib tests and the integration tests pass. This includes the shader-constant and voxel-table mirror tests insculpt.rsand the sculpted-cursor render test incompositor_linux.rs.tests/cursor_model_render.rsonly runs on Windows and was updated for the new themes and hotspots.npx tsc --noEmitandnpx tsc -p tsconfig.test.json --noEmitpass.npm run lintpasses (warnings only, none new).npx vitest --run src/lib/cursor: 59 tests pass.npm run test: 3566 tests pass. 8electron/test files do not load locally because the Electron binary was skipped at install. They are unrelated to this change.build.ymlsucceeded on 1f5b61d (run 114) for Windows, Windows Store, macOS arm64 and x64, and Linux.🤖 Generated with Claude Code
https://claude.ai/code/session_019NRvCeDSc9MDhL3yrfQwZK
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Summary by CodeRabbit
New Features
Updates